CSE 331 Software Design & Implementation

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1 CSE 331 Software Design & Implementation Hal Perkins Autumn 2013 Usability (Slides by Mike Ernst and David Notkin based on slides by Robin Miller) 1

2 Usability A lecture on usability won t make anyone an interface expert any more than using LaTeX makes one a graphics designer. But it s important to have some appreciation for the issues. And you re designing a UI in hw9. 2

3 A User Interface Example Source: Interface Hall of Shame 3

4 What s wrong? Usability is about creating effective user interfaces The first slide shows a WYSIWYG GUI but it still fails why? The long help message is needed for a simple task because the interface is bizarre! The scrollbar is used to select an award template Each position on the scrollbar represents a template, and moving the scrollbar back and forth changes the template shown Cute but bad use of a scrollbar How many templates? No indication on scrollbar How are the templates organized? No hint 4

5 User Interface Hall of Shame Inconsistent with common usage of scrollbars usually used for continuous scrolling, not discrete selection How does a frequent user find a template they ve used before? Source: Interface Hall of Shame 5

6 Redesigning the Interface Source: Interface Hall of Shame 6

7 Another for the Hall of Shame The date and time look editable but aren t click Set Time for a dialog box instead Dialog box displays inconsistently with launch time 12 vs. 24, analog vs. digital Click left [right] button to increase the minutes [hours] by 1 makes a sophisticated GUI into a clock radio! Source: Interface Hall of Shame 7

8 Hall of Fame or Hall of Shame? Original Gimp windows had no menus instead, right-click to get a popup menu and navigate further. Is this a fast way to select commands? 8

9 User Interfaces Are Hard to Design You are not the user Most software engineering is about communicating with other programmers UI is about communicating with users The user is always right Consistent problems are the system s fault but the user is not always right Users aren t designers 9

10 Iterative Design UI development is an iterative process Design Evaluate Implement Iterations can be costly If the design turns out to be bad, you may have to throw away most of your code 10

11 Spiral Model Use throw-away prototypes and cheap evaluation for early iterations Design Evaluate Implement 11

12 Usability Defined Usability: how well users can use the system s functionality Dimensions of usability Learnability: is it easy to learn? Efficiency: once learned, is it fast to use? Memorability: is it easy to remember what you learned? Errors: are errors few and recoverable? Satisfaction: is it enjoyable to use? 12

13 Lecture Outline 1. Design design principles 3. Evaluate user testing 2. Implement low-fidelity prototypes 13

14 Usability Goals Learnability Visibility Efficiency Error handling Simplicity 14

15 Learnability Related to intuitive and user-friendly The first example had serious problems with learnability, especially with the scrollbar Unfamiliar usage Inconsistent usage And outright inappropriate usage Source: Interface Hall of Shame 15

16 Metaphorical Design Designers based it on a real-world plastic CD case Metaphors are one way to make an interface intuitive, since users can make guesses about how it will work Dominated by static artwork clicking it does nothing Why? A CD case doesn t actually play CDs, so the designers had to find a place for the core player controls The metaphor is dictating control layout, against all other considerations Also disregards consistency with other desktop applications. Close box? Shut it down? Source: Interface Hall of Shame 16

17 People Don't Learn Instantly Source: Interface Hall of Shame To design for learnability it helps to know how people actually learn This example shows overreliance on the user s memory It s a modal dialog box, so the user needs to click OK But then the instructions vanish from the screen, and the user is left to struggle to remember them Just because you've said it, doesn't mean they know it 17

18 Some Facts About Memory & Learning Working memory Small: 7 ± 2 chunks Working Memory Short-lived: gone in ~10 sec Maintenance rehearsal is required to keep it from decaying (but costs attention) Long-term memory Practically infinite in size and duration Long-term Memory Elaborative rehearsal transfers chunks to longterm memory 18

19 Design Principles for Learnability Consistency Similar things look similar, different things different Terminology, location, argument order,... Internal, external, metaphorical Match the real world Common words, not tech jargon Source: Interface Hall of Shame Recognition, not recall Labeled buttons are better than command languages Combo boxes are better than text boxes 19

20 Visibility Familiar, easy to use But passes up some tremendous opportunities, including: Why only one line of display? Why not a history? Why only one memory slot? Why display M instead of the actual number stored in memory? Visibility also compromised by invisible modes When entering a number, pressing a digit appends it to the number; but after pressing an operator button, the next digit starts a new number no visible feedback the low-level mode It also lets you type numbers on the keyboard, but there is no hint about this 20

21 Feedback 21

22 Facts About Human Perception Perceptual fusion: stimuli < 100ms apart appear fused to our perceptual systems 10 frames/sec is enough to perceive a moving picture Computer response < 100 ms feels instantaneous Color blindness: many users (~8% of all males) can't distinguish red from green normal vision red-green deficient 22

23 Design Principles for Visibility Make system state visible: keep the user informed about what's going on Mouse cursor, selection highlight, status bar Give prompt feedback Response time rules-of-thumb < 0.1 sec seems instantaneous sec user notices, but no feedback needed 1-5 sec display busy cursor > 1-5 sec display progress bar 23

24 Progress bars 24

25 Efficiency How quickly can an expert operate the system input, commands, perceiving and processing output About the performance of the I/O channel between the user and the program Fewer keystrokes to do a task is usually more efficient; but it s subtle The old Gimp interface used only contextual, cascading submenus studies show it s actually slower to use than a menu bar 25

26 Some Facts About Motor Processing Open-loop control Motor processor runs by itself Cycle time is ~ 70 ms Closed-loop control Muscle movements (or their effect on the world) are perceived and compared with desired result Cycle time is ~ 240 ms Senses Perceptual Cognitive Motor Muscles Feedback 26

27 Pointing Tasks: Fitts s Law How long does it take to reach a target? D Moving mouse to target on screen Moving finger to key on keyboard Moving hand between keyboard and mouse S 27

28 Analytical Derivation of Fitts s Law Moving your hand to a target is closed-loop control Each cycle covers remaining distance D with error D After 2 cycles, within 2 D of target Position Velocity Time Time 28

29 Fitts s Law Reaction time Movement time T = RT + MT = a + b log (D/S) D S log(d/s) is the index of difficulty of the pointing task 29

30 Path Steering Tasks Fitts s Law applies only if path to target is unconstrained But the task is much harder if path is constrained to a tunnel D S T = a + b (D/S) This is why cascading menus are slow! 30

31 Design Principles for Efficiency Fitts's Law and Steering Law Make important targets big, nearby, or at screen edges Avoid steering tasks Provide shortcuts Keyboard accelerators Styles Bookmarks History Source: Interface Hall of Shame 31

32 Mode Error Modes: states in which actions have different meanings Vi s insert mode vs. command mode Drawing palette Avoiding mode errors Eliminate modes entirely Visibility of mode Spring-loaded or temporary modes Disjoint action sets in different modes 32

33 Confirmation Dialogs 33

34 Confirmation Dialogs: Are you sure? They make common operations take two button presses rather than one Frequent confirmations dialogs lead to expert users chunking it as part of the operation Reversibility (i.e. undo) is a far better solution than confirmation operations that are very hard to reverse may deserve confirmation, however 34

35 Design Principles for Error Handling Prevent errors as much as possible Selection is better than typing Avoid mode errors Disable illegal commands Separate risky commands from common ones Use confirmation dialogs sparingly Support undo Good error messages Precise Speak the user s language Constructive help Polite Source: Interface Hall of Shame 35

36 Simplicity Source: Alex Papadimoulis 36

37 Simplicity 37

38 Design Principles for Simplicity Less is More Omit extraneous information, graphics, features Good graphic design Few, well-chosen colors and fonts Group with whitespace Use concise language Choose labels carefully 38

39 Document your system Write the user manual Program and UI metaphors Key functionality Not: exhaustive list of all menus What is hard to describe? Who is your target user? Power users need a manual Casual users might not Piecemeal online help is no substitute 39

40 Lecture Outline 1. Design design principles 3. Evaluate user testing 2. Implement low-fidelity prototypes 40

41 Low-fidelity Prototypes Paper is a very fast and effective prototyping tool Sketch windows, menus, dialogs, widgets Crank out lots of designs and evaluate them Hand-sketching is OK even preferable Focus on behavior & interaction, not fonts & colors Similar to design of your data structures & algorithms Paper prototypes can even be executed Use pieces to represent windows, dialogs, menus Simulate the computer s responses by moving pieces around and writing on them 41

42 Paper Prototypes 42

43 Paper Prototypes 43

44 Paper Prototypes 44

45 User Testing Start with a prototype Write up a few representative tasks Short, but not trivial e.g.: add this meeting to calendar, type this letter and print it Find a few representative users 3 is often enough to find obvious problems Watch them do tasks with the prototype 45

46 How to Watch Users Brief the user first (being a test user is stressful) I m testing the system, not testing you If you have trouble, it s the system s fault Feel free to quit at any time Ethical issues: informed consent Ask user to think aloud Be quiet! Don t help, don t explain, don t point out mistakes Sit on your hands if it helps Two exceptions: prod user to think aloud ( what are you thinking now? ), and move on to next task when stuck Take lots of notes 46

47 Watch for Critical Incidents Critical incidents: events that strongly affect task performance or satisfaction Usually negative Errors Repeated attempts Curses Can also be positive Cool! Oh, now I see. 47

48 Summary You are not the user Keep human capabilities and design principles in mind Iterate over your design Write documentation Make cheap, throw-away prototypes Evaluate them with users 48

49 Further Reading General books on usability Johnson. GUI Bloopers: Don ts and Dos for Software Developers and Web Designers, Morgan Kaufmann, Jef Raskin, The Humane Interface, Addison-Wesley Hix & Hartson, Developing User Interfaces, Wiley Low-fidelity prototyping Rettig, Prototyping for Tiny Fingers, CACM April Usability heuristics Nielsen, Heuristic Evaluation. heuristic/ Tognazzini, First Principles. firstprinciples.html 49

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